UNIQUE PLAYS

  • GP12.00 SCORING UNIQUE PLAYS
    • GP12.01  Bounce-Outs
      • (a) If a player deflects the disc into the top of the goal, the disc hits the bottom or ground inside the goal, and the disc bounces back out through the open top or slot, this is counted as 3 points. The bottom or ground inside the goal causes the play to be dead.
    • GP12.02  Into the Goal and Out the Slot
      • (a) If a player deflects the disc into the top of the goal and the disc exits the goal through the slot opening on the front, this is counted as 1 point, assuming the disc makes contact with the goal on the way out.
      • (b) If the disc is deflected into the top of the goal and comes out the slot cleanly without touching the goal, it will be 0 points.
    • GP12.03  Into the Slot and Out of the Goal
      • (a) If a player throws a disc and it enters the slot opening and comes out the top of the goal without the deflector touching the disc, it is considered a Deuce (2 points) and not a Win Shot. If this happens and the disc doesn’t touch the goal at all, it is 0 points. To be a legal Win Shot, the disc must remain inside the goal, or touch the bottom/ground.
      • (b) If a thrown disc enters the slot opening without the deflector touching it, hits the back of the goal, and somehow comes back out the slot, it will only be counted as a Deuce (2 points).
      • (c) If a thrown disc enters the slot opening, comes out the top of the goal, and then is deflected toward the goal, it will be a Deuce (2 points), providing the disc touched the goal before it was deflected.
      • (d) If the disc enters the slot without making contact with the goal, comes out the top of the goal without making contact, and then the disc is deflected toward the goal, it will count as either a Dinger (1 point) or Bucket (3 points), depending on whether the deflected disc hits the goal or lands inside of it.
      • (e) For any shot approaching the slot opening, it is recommended to back away and become a spectator. For example, a player holds their hands over the top of the goal to prevent a disc thrown into the slot from exiting the goal. This type of play prevents the disc from completing its action, and would be scored as follows:
        • (1) Disc is thrown into the slot and makes contact with the goal before the deflector touches the disc: this counts as 2 points, since the disc hit the goal first and the deflector made contact after, causing the play to be dead.
        • (2) Disc is thrown into the slot without contacting the goal and is then touched by the deflector before hitting the ground inside the goal: this counts as 3 points, since the deflector assisted or indirectly deflected the disc to keep it in the goal.
      • (f) If a thrown disc is deflected into the slot opening and somehow comes back out, either through the slot or open top (very rare), this is only counted as a Dinger (1 point), as long as the disc touches the goal. If this happens and the disc does not touch the goal at all, it is 0 points.
    • GP12.04  Disc Trapped on Top of Goal
      • (a) A disc is considered to be trapped if while in the middle of a deflection, a player’s hands hit the disc and sandwich the disc between their hands and the top edge of the goal for longer than half a second.
      • (b) Trapping the disc is considered a carry and will result in 0 points regardless of if the disc falls into or out of the goal.
    • GP12.05  Disc Hits Goal First, then Deflected toward Goal
      • (a) If a disc strikes the goal on the fly without deflection, it is a Deuce (2 points) regardless of if the player then deflects it either into the goal for a Bucket (3 points), deflects the disc into the side of the goal for a Dinger (1 point), or misses completely.
      • (b) Once the disc hits the goal on the fly for 2 points, no more action on that turn will be counted unless the disc somehow flips or falls into the goal unassisted for a Win Shot.
    • GP12.06  Goal Falls Over on a Win Shot or a Deflection
      • (a) If the goal falls over on a Win Shot or a deflection into the goal, scoring will depend on which end of the goal the disc exits. The Win Shot or Bucket (3 points) will only count in the following scenarios:
        • (1) Disc exits through the bottom of the goal.
        • (2) Disc remains inside the fallen goal.
        • (3) More than half of the disc remains inside the top end of the fallen goal.
        • (4) Exactly half the disc remains in the top end of the fallen goal and half out of the goal.
      • (b) If the goal falls over on a direct throw and the disc lands more than half out of the top end of the fallen goal, this is scored as a Deuce (2 points).
      • (c) If the goal falls over on a deflection and the disc lands more than half out of the top end of the fallen goal, this is scored as a Dinger (1 point).
      • (d) If a deflected disc hits the bottom or ground inside the goal, the goal falls over, and the disc comes out the top or slot opening, this is scored as a Bucket (3 points) as the bottom or ground caused the play to be dead.
      • (e) If a disc enters the goal on a direct throw, hits the bottom or ground inside the goal, the goal falls over, and the disc comes out the top or slot opening, this is scored as a Win Shot as the bottom or ground caused the play to be dead.
    • GP12.07  Contact with Goal
      • (a) Players waiting to deflect may not touch the goal in any way, even to let it edge up to their legs for support. The goal must remain free standing at all times to be legal.
      • (b) If the deflecting player is holding the goal, any points or Win Shots will be automatically voided.
      • (c) A player may not make contact with the goal in order to change the outcome of a play. If a player makes contact with the goal to influence a play, all points are voided.
        • (1) For example, a team has 20 points and only needs 1 point to win. The disc is deflected to hit the side of the goal, but it appears as if the disc will crawl up and land inside the goal for a -3 point penalty. That player may not move or kick the goal out of the way to prevent going over.
    • GP12.08  Disc Lands on Top of the Goal
      • (a) In the rare case the disc is deflected cleanly and then comes to rest for more than five seconds on the top edge of the goal (perfectly balanced), this will count as a Dinger (1 point).
      • (b) If the disc falls into the goal in under five seconds, this will count as a Bucket (3 points).
      • (c) The deflector may not assist the disc into the goal in any way after it has come to rest. This includes blowing on or fanning at the disc to cause it to drop.
      • (d) If the deflector assists the disc in any way to cause it to drop, the play is dead, and the initial Dinger (1 point) shall be scored.
      • (e) If this same situation were to happen on a direct throw without the deflector touching the disc (extremely rare), it will be counted as a Deuce (2 points).
    • GP12.09  Disc Stuck in Goal Assembly
      • (a) If the disc is deflected and becomes stuck in the assembly of the goal for more than five seconds, this will count as a Dinger (1 point). For example, the disc is deflected and becomes stuck in between the assembly tabs.
      • (b) If this same situation were to happen on a direct throw without the deflector touching the disc (extremely rare), it will be counted as a Deuce (2 points).
      • (c) If the disc becomes stuck on a direct throw and falls into the goal unassisted in under five seconds, this will count as a Win Shot.